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  1. Academic achievement in the first year of college is critical for setting students on a pathway toward long-term academic and life success, yet little is known about the factors that shape early college academic achievement. Given the important role sleep plays in learning and memory, here we extend this work to evaluate whether nightly sleep duration predicts change in end-of-semester grade point average (GPA). First-year college students from three independent universities provided sleep actigraphy for a month early in their winter/spring academic term across five studies. Findings showed that greater early-term total nightly sleep duration predicted higher end-of-term GPA, an effect that persisted even after controlling for previous-term GPA and daytime sleep. Specifically, every additional hour of average nightly sleep duration early in the semester was associated with an 0.07 increase in end-of-term GPA. Sensitivity analyses using sleep thresholds also indicated that sleeping less than 6 h each night was a period where sleep shifted from helpful to harmful for end-of-term GPA, relative to previous-term GPA. Notably, predictive relationships with GPA were specific to total nightly sleep duration, and not other markers of sleep, such as the midpoint of a student’s nightly sleep window or bedtime timing variability. These findings across five studies establish nightly sleep duration as an important factor in academic success and highlight the potential value of testing early academic term total sleep time interventions during the formative first year of college. 
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  2. We present an interactive design system for knitting that allows users to create template patterns that can be fabricated using an industrial knitting machine. Our interactive design tool is novel in that it allows direct control of key knitting design axes we have identified in our formative study and does so consistently across the variations of an input parametric template geometry. This is achieved with two key technical advances. First, we present an interactive meshing tool that lets users build a coarse quadrilateral mesh that adheres to their knit design guidelines. This solution ensures consistency across the parameter space for further customization over shape variations and avoids helices, promoting knittability. Second, we lift and formalize low-level machine knitting constraints to the level of this coarse quad mesh. This enables us to not only guarantee hand- and machine-knittability, but also provides automatic design assistance through auto-completion and suggestions. We show the capabilities through a set of fabricated examples that illustrate the effectiveness of our approach in creating a wide variety of objects and interactively exploring the space of design variations. 
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  3. There is a growing body of research revealing that longitudinal passive sensing data from smartphones and wearable devices can capture daily behavior signals for human behavior modeling, such as depression detection. Most prior studies build and evaluate machine learning models using data collected from a single population. However, to ensure that a behavior model can work for a larger group of users, its generalizability needs to be verified on multiple datasets from different populations. We present the first work evaluating cross-dataset generalizability of longitudinal behavior models, using depression detection as an application. We collect multiple longitudinal passive mobile sensing datasets with over 500 users from two institutes over a two-year span, leading to four institute-year datasets. Using the datasets, we closely re-implement and evaluated nine prior depression detection algorithms. Our experiment reveals the lack of model generalizability of these methods. We also implement eight recently popular domain generalization algorithms from the machine learning community. Our results indicate that these methods also do not generalize well on our datasets, with barely any advantage over the naive baseline of guessing the majority. We then present two new algorithms with better generalizability. Our new algorithm, Reorder, significantly and consistently outperforms existing methods on most cross-dataset generalization setups. However, the overall advantage is incremental and still has great room for improvement. Our analysis reveals that the individual differences (both within and between populations) may play the most important role in the cross-dataset generalization challenge. Finally, we provide an open-source benchmark platform GLOBEM- short for Generalization of Longitudinal BEhavior Modeling - to consolidate all 19 algorithms. GLOBEM can support researchers in using, developing, and evaluating different longitudinal behavior modeling methods. We call for researchers' attention to model generalizability evaluation for future longitudinal human behavior modeling studies. 
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  4. Methods are fundamental to doing research and can directly impact who is included in scientific advances. Given accessibility research's increasing popularity and pervasive barriers to conducting and participating in research experienced by people with disabilities, it is critical to ask how methods are made accessible. Yet papers rarely describe their methods in detail. This paper reports on 17 interviews with accessibility experts about how they include both facilitators and participants with disabilities in popular user research methods. Our findings offer strategies for anticipating access needs while remaining flexible and responsive to unexpected access barriers. We emphasize the importance of considering accessibility at all stages of the research process, and contextualize access work in recent disability and accessibility literature. We explore how technology or processes could reflect a norm of accessibility. Finally, we discuss how various needs intersect and conflict and offer a practical structure for planning accessible research. 
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  5. This paper presents a computational framework for modeling biobehavioral rhythms - the repeating cycles of physiological, psychological, social, and environmental events - from mobile and wearable data streams. The framework incorporates four main components: mobile data processing, rhythm discovery, rhythm modeling, and machine learning. We evaluate the framework with two case studies using datasets of smartphone, Fitbit, and OURA smart ring to evaluate the framework’s ability to (1) detect cyclic biobehavior, (2) model commonality and differences in rhythms of human participants in the sample datasets, and (3) predict their health and readiness status using models of biobehavioral rhythms. Our evaluation demonstrates the framework’s ability to generate new knowledge and findings through rigorous micro- and macro-level modeling of human rhythms from mobile and wearable data streams collected in the wild and using them to assess and predict different life and health outcomes. 
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  6. Smartphone overuse is related to a variety of issues such as lack of sleep and anxiety. We explore the application of Self-Affirmation Theory on smartphone overuse intervention in a just-in-time manner. We present TypeOut, a just-in-time intervention technique that integrates two components: an in-situ typing-based unlock process to improve user engagement, and self-affirmation-based typing con- tent to enhance effectiveness. We hypothesize that the integration of typing and self-affirmation content can better reduce smartphone overuse. We conducted a 10-week within-subject field experiment (N=54) and compared TypeOut against two baselines: one only showing the self-affirmation content (a common notification-based intervention), and one only requiring typing non-semantic content (a state-of-the-art method). TypeOut reduces app usage by over 50%, and both app opening frequency and usage duration by over 25%, all significantly outperforming baselines. TypeOut can potentially be used in other domains where an intervention may benefit from integrating self-affirmation exercises with an engaging just-in-time mechanism. 
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  7. The popularity of 3D printed assistive technology has led to the emergence of new ecosystems of care, where multiple stakeholders (makers, clinicians, and recipients with disabilities) work toward creating new upper limb prosthetic devices. However, despite the increasing growth, we currently know little about the differences between these care ecosystems. Medical regulations and the prevailing culture have greatly impacted how ecosystems are structured and stakeholders work together, including whether clinicians and makers collaborate. To better understand these care ecosystems, we interviewed a range of stakeholders from multiple countries, including Brazil, Chile, Costa Rica, France, India, Mexico, and the U.S. Our broad analysis allowed us to uncover different working examples of how multiple stakeholders collaborate within these care ecosystems and the main challenges they face. Through our study, we were able to uncover that the ecosystems with multi-stakeholder collaborations exist (something prior work had not seen), and these ecosystems showed increased success and impact. We also identified some of the key follow-up practices to reduce device abandonment. Of particular importance are to have ecosystems put in place follow up practices that integrate formal agreements and compensations for participation (which do not need to be just monetary). We identified that these features helped to ensure multi-stakeholder involvement and ecosystem sustainability. We finished the paper with socio-technical recommendations to create vibrant care ecosystems that include multiple stakeholders in the production of 3D printed assistive devices. 
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